├── .gitignore ├── .vscode └── settings.json ├── Assets ├── RaymarchingForward.meta └── RaymarchingForward │ ├── Materials.meta │ ├── Materials │ ├── RaymarchingOpaque.mat │ ├── RaymarchingOpaque.mat.meta │ ├── RaymarchingTransparent.mat │ └── RaymarchingTransparent.mat.meta │ ├── Scenes.meta │ ├── Scenes │ ├── Opaque.unity │ ├── Opaque.unity.meta │ ├── Transparent.unity │ └── Transparent.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── DepthCamera.cs │ └── DepthCamera.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── Raymarching.cginc │ ├── Raymarching.cginc.meta │ ├── Raymarching_AlphaTest.shader │ ├── Raymarching_AlphaTest.shader.meta │ ├── Raymarching_Transparent.shader │ └── Raymarching_Transparent.shader.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Unity3D temporary directories 2 | /[Ll]ibrary/ 3 | /[Tt]emp/ 4 | /[Oo]bj/ 5 | /[Bb]uild/ 6 | /[Ww]iki/ 7 | /[Mm]isc/ 8 | /UnityPackageManager 9 | /Packages 10 | 11 | # Autogenerated VS/MD solution and project files 12 | *.csproj 13 | *.unityproj 14 | *.sln 15 | *.suo 16 | *.tmp 17 | *.user 18 | *.userprefs 19 | *.pidb 20 | *.booproj 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Others 29 | .DS_Store 30 | /Assets/AssetStoreTools* 31 | /Assets/Extensions* 32 | /uDesktopDuplication.log 33 | .vs 34 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8c3cf0b8fa68d34db74e83f08e87e2b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scenes/Opaque.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityRaymarchingForward/6f9c18dfe43de2c75fecb1436c736cadd34445ea/Assets/RaymarchingForward/Scenes/Opaque.unity -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scenes/Opaque.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c326842586e79a34cbb50d450ea5e2f2 3 | timeCreated: 1537592778 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scenes/Transparent.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityRaymarchingForward/6f9c18dfe43de2c75fecb1436c736cadd34445ea/Assets/RaymarchingForward/Scenes/Transparent.unity -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scenes/Transparent.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17510de713cc4438a9e60864197d5bab 3 | timeCreated: 1537592778 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0eef801744a32a4194c32abc277dc86 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scripts/DepthCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class DepthCamera : MonoBehaviour 4 | { 5 | void Start() 6 | { 7 | GetComponent().depthTextureMode = DepthTextureMode.Depth; 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Scripts/DepthCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abfb32a9b15783049be1c9c2f23ba0cd 3 | timeCreated: 1536680143 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4961ff6234e0abd439a6038985ae5a9d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching.cginc: -------------------------------------------------------------------------------- 1 | #ifndef RAYMARCHING_CGINC 2 | #define RAYMARCHING_CGINC 3 | 4 | #include "UnityShaderVariables.cginc" 5 | #include "UnityCG.cginc" 6 | 7 | inline float smoothMin(float d1, float d2, float k) 8 | { 9 | float h = exp(-k * d1) + exp(-k * d2); 10 | return -log(h) / k; 11 | } 12 | 13 | inline float sphere(float3 pos, float radius) 14 | { 15 | return length(pos) - radius; 16 | } 17 | 18 | inline float3 ToLocal(float3 pos) 19 | { 20 | return mul(unity_WorldToObject, float4(pos, 1.0)).xyz; 21 | } 22 | 23 | inline bool IsInnerBox(float3 pos, float3 scale) 24 | { 25 | return all(max(scale * 0.5 - abs(pos), 0.0)); 26 | } 27 | 28 | inline float3 GetWorldScale() 29 | { 30 | return float3( 31 | length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), 32 | length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), 33 | length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z))); 34 | } 35 | 36 | inline float3 GetCameraForward() 37 | { 38 | return -UNITY_MATRIX_V[2].xyz; 39 | } 40 | 41 | inline float _DistanceFunction(float3 pos) 42 | { 43 | return smoothMin( 44 | sphere(pos - float3(0.2, 0.2, 0.2), 0.28), 45 | sphere(pos - float3(-0.2, -0.2, -0.2), 0.28), 46 | 8.0); 47 | } 48 | 49 | inline float DistanceFunction(float3 pos) 50 | { 51 | return _DistanceFunction(ToLocal(pos) * GetWorldScale()); 52 | } 53 | 54 | inline float3 GetNormal(float3 pos) 55 | { 56 | const float d = 0.001; 57 | return 0.5 + 0.5 * normalize(float3( 58 | DistanceFunction(pos + float3( d, 0.0, 0.0)) - DistanceFunction(pos + float3( -d, 0.0, 0.0)), 59 | DistanceFunction(pos + float3(0.0, d, 0.0)) - DistanceFunction(pos + float3(0.0, -d, 0.0)), 60 | DistanceFunction(pos + float3(0.0, 0.0, d)) - DistanceFunction(pos + float3(0.0, 0.0, -d)))); 61 | } 62 | 63 | inline float EncodeDepth(float4 pos) 64 | { 65 | float z = pos.z / pos.w; 66 | #if defined(SHADER_API_GLCORE) || defined(SHADER_API_OPENGL) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) 67 | return z * 0.5 + 0.5; 68 | #else 69 | return z; 70 | #endif 71 | } 72 | 73 | inline float GetCameraDepth(float3 pos) 74 | { 75 | float4 vpPos = mul(UNITY_MATRIX_VP, float4(pos, 1.0)); 76 | return EncodeDepth(vpPos); 77 | } 78 | 79 | struct appdata 80 | { 81 | float4 vertex : POSITION; 82 | float2 uv : TEXCOORD0; 83 | UNITY_VERTEX_INPUT_INSTANCE_ID 84 | }; 85 | 86 | struct v2f 87 | { 88 | float4 vertex : SV_POSITION; 89 | float2 uv : TEXCOORD0; 90 | float4 projPos : TEXCOORD1; 91 | float4 worldPos : TEXCOORD2; 92 | UNITY_FOG_COORDS(3) 93 | UNITY_VERTEX_INPUT_INSTANCE_ID 94 | UNITY_VERTEX_OUTPUT_STEREO 95 | }; 96 | 97 | v2f vert(appdata v) 98 | { 99 | v2f o; 100 | 101 | UNITY_SETUP_INSTANCE_ID(v); 102 | UNITY_INITIALIZE_OUTPUT(v2f, o); 103 | UNITY_TRANSFER_INSTANCE_ID(v, o); 104 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 105 | 106 | o.uv = v.uv; 107 | o.vertex = UnityObjectToClipPos(v.vertex); 108 | o.projPos = ComputeNonStereoScreenPos(o.vertex); 109 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 110 | UNITY_TRANSFER_FOG(o, o.vertex); 111 | 112 | return o; 113 | } 114 | 115 | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); 116 | float4 _Color; 117 | int _Loop; 118 | float _MinDist; 119 | 120 | inline void raymarch(inout float3 pos, float4 uv) 121 | { 122 | float3 to = pos - _WorldSpaceCameraPos; 123 | float len = length(to); 124 | float3 dir = normalize(to); 125 | float eyeDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, uv)); 126 | float maxLen = eyeDepth / dot(dir, GetCameraForward()); 127 | float dist = 0.0; 128 | 129 | for (int n = 0; n < _Loop; ++n) 130 | { 131 | dist = DistanceFunction(pos); 132 | len += dist; 133 | pos += dir * dist; 134 | if (dist < _MinDist || len > maxLen) break; 135 | if (!IsInnerBox(ToLocal(pos), 1.0)) break; 136 | } 137 | 138 | if (dist > _MinDist || len > maxLen) discard; 139 | } 140 | 141 | float4 fragColor(v2f i) : SV_Target 142 | { 143 | UNITY_SETUP_INSTANCE_ID(i); 144 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); 145 | 146 | float3 pos = i.worldPos; 147 | raymarch(pos, UNITY_PROJ_COORD(i.projPos)); 148 | float3 normal = GetNormal(pos); 149 | 150 | float4 color; 151 | color.rgb = max(dot(normal, _WorldSpaceLightPos0.xyz), 0.0) * _Color.rgb; 152 | color.a = _Color.a; 153 | UNITY_APPLY_FOG(i.fogCoord, color); 154 | 155 | return color; 156 | } 157 | 158 | void fragColorDepth(v2f i, out float4 color : SV_Target, out float depth : SV_Depth) 159 | { 160 | UNITY_SETUP_INSTANCE_ID(i); 161 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); 162 | 163 | float3 pos = i.worldPos; 164 | raymarch(pos, UNITY_PROJ_COORD(i.projPos)); 165 | float3 normal = GetNormal(pos); 166 | 167 | color.rgb = max(dot(normal, _WorldSpaceLightPos0.xyz), 0.0) * _Color.rgb; 168 | color.a = _Color.a; 169 | UNITY_APPLY_FOG(i.fogCoord, color); 170 | 171 | depth = GetCameraDepth(pos); 172 | } 173 | 174 | #endif 175 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ebf6cf0bf61b0543830441660b90858 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching_AlphaTest.shader: -------------------------------------------------------------------------------- 1 | Shader "Raymarching/Forward/AlphaTest" 2 | { 3 | 4 | Properties 5 | { 6 | _Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0) 7 | _Loop ("Loop", Range(1, 100)) = 30 8 | _MinDist ("Minimum Distance", Range(0.001, 0.1)) = 0.01 9 | } 10 | 11 | SubShader 12 | { 13 | 14 | Tags 15 | { 16 | "Queue" = "AlphaTest" 17 | "RenderType" = "Opaque" 18 | "DisableBatching" = "True" 19 | } 20 | 21 | Pass 22 | { 23 | Tags { "LightMode" = "ForwardBase" } 24 | ZWrite On 25 | CGPROGRAM 26 | #include "Raymarching.cginc" 27 | #pragma vertex vert 28 | #pragma fragment fragColorDepth 29 | #pragma multi_compile_fog 30 | #pragma multi_compile_instancing 31 | ENDCG 32 | } 33 | 34 | } 35 | 36 | } 37 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching_AlphaTest.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a898ee96745ae08409b1c7629b580b2d 3 | timeCreated: 1536503170 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching_Transparent.shader: -------------------------------------------------------------------------------- 1 | Shader "Raymarching/Forward/Transparent" 2 | { 3 | 4 | Properties 5 | { 6 | _Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0) 7 | _Loop ("Loop", Range(1, 100)) = 30 8 | _MinDist ("Minimum Distance", Range(0.001, 0.1)) = 0.01 9 | } 10 | 11 | SubShader 12 | { 13 | 14 | Tags 15 | { 16 | "Queue" = "Transparent" 17 | "RenderType" = "Transparent" 18 | "IgnoreProjector" = "True" 19 | "DisableBatching" = "True" 20 | } 21 | 22 | Pass 23 | { 24 | Tags { "LightMode" = "ForwardBase" } 25 | ZWrite Off 26 | Blend SrcAlpha OneMinusSrcAlpha 27 | CGPROGRAM 28 | #include "Raymarching.cginc" 29 | #pragma vertex vert 30 | #pragma fragment fragColor 31 | #pragma multi_compile_fog 32 | #pragma multi_compile_instancing 33 | ENDCG 34 | } 35 | 36 | } 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/RaymarchingForward/Shaders/Raymarching_Transparent.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fdf241cf5a42f5147835d5f5ef7249d4 3 | timeCreated: 1536503170 4 | licenseType: Pro 5 | 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https://raw.githubusercontent.com/hecomi/UnityRaymarchingForward/6f9c18dfe43de2c75fecb1436c736cadd34445ea/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Unity Raymarching (for Forward Rendering) 2 | ========================================= 3 | ![MIT License](http://img.shields.io/badge/license-MIT-blue.svg?style=flat) 4 | 5 | License 6 | ------- 7 | The MIT License (MIT) 8 | 9 | Copyright (c) 2018 hecomi 10 | 11 | Permission is hereby granted, free of charge, to any person obtaining a copy of 12 | this software and associated documentation files (the "Software"), to deal in 13 | the Software without restriction, including without limitation the rights to 14 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 15 | the Software, and to permit persons to whom the Software is furnished to do so, 16 | subject to the following conditions: 17 | 18 | The above copyright notice and this permission notice shall be included in all 19 | copies or substantial portions of the Software. 20 | 21 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 22 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 23 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 24 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 25 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 26 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 27 | --------------------------------------------------------------------------------